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Re: Likely crazy but... Voxels in JA2?[message #350350 is a reply to message #350349] Mon, 17 July 2017 09:44 Go to previous messageGo to previous message
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Registered:December 2012
Location: Russian Federation
Zarax wrote on Mon, 17 July 2017 10:47
That's... Very interesting!
Sadly I don't speak russian and google translator is not as effective as I'd like (in addition to my very limited code knowledge) but that pic looks almost like a dynamic perspective to me...
Is that the Palace map?

Yes, according to discussion in that thread.

Quote:
1) How hard would it be to increase the voxel "resolution", in terms of for example adding more height levels and/or things like wall thickness?

Already implemented as mod for vanilla Ja2:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22773&start=0&

Quote:
2) Could objects in the engine be given different "durability" parameters, leading for example to "semi-hard" cover which would crumble after receiving X damage from heavy bullets?

There's already Flugente's anti-material ammo feature, though I'm not sure if damage accumulates for JSD structure or is that instant effeect.

Quote:
3) Could this eventually lead to trenches and shell craters for example?

Trenches are implemented as visual effect in FFF mod by Scorpion:
http://i.imgur.com/XfhmKne.jpg
Real physical trenches implementation is not possible in the current code as far as I know.

Quote:
4) Seeing that pic, could the engine support potentially the change of isometric view, leading for example to the ability of rotating the map?

Should be possible with graphical engine code rewrite and a lot of graphical work with making 4 views for each possible tile. Very unlikely to happen.



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